What will it take for gaming to become as accepted and ordinary as, say, going to the movies?

Roberto Guedes (Game Designer - Give Me Five Entertainment Group): It is a matter of time. Electronic games are still new. Movies go past to the beginning of 20th century. And as new generations grow up playing videogames, we can only hope that they still like to play in the adulthood.

Joel Windels (Community Manager, Vertical Slice): For me, I'm not quite sure why we would even desire such a thing. As it stands, we enjoy a fairly avid user base, who not only play games but also love them and spend time reading about them. The best-reviewed games tend to perform well, and the awful ones are thankfully ignored. The gaming market is generally an informed one, so when high quality games are being developed, you can bet that gamers will know about it and will purchase such games accordingly. Conversely, if a game releases to a poor critical reception, then the audience is unlikely to go out and buy that game. What we have a is an industry in which the consumers are very knowledgeable about the products being made.

When you compare this to other industries, such as Hollywood, what you get is a much more passive audience. Most cinema-goers don't bother spending a great deal of time reading about upcoming movies or analysing the latest critical reviews. Instead, they listen to marketing or friends, or even just attend the cinema as an event unto itself, rather than specifically go to watch a particular film. Therefore we see a weaker correlation between critical and commercial success in Hollywood than we do in the games industry. This is something we are already losing with the diversification of the market and broader appeal of the medium.

However, if of course our increasingly less nerdy, niche hobby is to become something a little more acceptable, then we are already on the way. The shift from the scary black heavyweights of the Xbox and PlayStations to the more user-friendly Wii, Nintendo portables, and iOS devices mean that more people than ever are finding an accessible route into gaming. The plethora of these 'gateway drugs' is on the rise, and many people are organically making the shift from Angry Birds to Call of Duty. Give someone a 13-buttoned controller and tell them to capture the flag and it's understandable that the industry is cast in an unusual, less-acceptable light. However, give them a quick go on Wii Sports, Peggle, New Mario Bros., or Bejewelled and in time, the logical conclusion of play will result in them less fearful of games like Halo. So, swamp the market with gateway drugs (iOS devices, 3DS, Wii) and people will slowly be more accepting of the hardcore ones (X360, PS3, PSP).

Ian Cummings: A big part of getting games into the mainstream is already happening, and that is getting gaming everywhere. Seems like anywhere you go now half of the people you run into are playing games on their phones. To truly break through though I think the industry is just going to have to mature. You see flashes of brilliance with games like Limbo or even the setting and feel of Red Dead Redemption, but a major percentage of the top games nowadays, regardless of the setting, are at their root just about killing stuff. We're making it pretty easy for outsiders to judge us as sophomoric (i.e. Bulletstorm).

Greg Kasavian: Games will need to broach a broader variety of subject matter to gain wider legitimacy. Wider legitimacy in itself is an egotistical goal, but games would benefit from reaching a broader audience in other ways. So long as the subject matter only continues to appeal to men in their 20s or women in their 30s, those will continue to be the only people who flock to the content. I think audiences are ready for more than just "fun," more than just multiplayer killstreaks and scripted explosions. Independent game developers are leading the charge in terms of discovering what are some other types of gameplay and stories that could draw people in. I also think it is excruciatingly difficult just to play a game sometimes. Want to play that exciting new PS3 title? Then better get ready for a 15-minute system update, a 10-minute day-one patch, five different unskippable splash screens before you get to the main menu, long loading times, and so on. It's little wonder some people are flocking to the relative ease-of-use afforded by browser games or mobile games.

Roman Ribaric (Lead Developer, Croteam): When digital distribution fully takes over.

Derek Paxton (Lead Designer, Stardock): I think we are already there, and it was easy multiplayer that did it. I'm an old guy so I was a part of the first generation to grow up with video games. But it is my son's generation that is really embracing it. Friends lists, mobile gaming, online gaming that no longer requires people to carry their PCs/consoles over to a single person's house (or taking over a college lab when no one was looking) have given us a gaming culture that is as ubiquitous and accepted as getting together on Sunday afternoons to watch football.

Jon Shafer (Designer, Stardock): Time. That's pretty much it. Gaming is already ubiquitous enough that as younger people who are accustomed to gaming grow up and teach their kids to game you'll see the shift occur naturally. But it's not something that's going to occur overnight because some people simply have no interest in games and never will.

Robert Ludwick: Lower price points and more piecemeal gameplay. Games like WoW are lengthy to play and many people don't want to spend forever playing one single game. Movies are consumed in smaller chunks and are cheaper to consume. A larger selection of shorter, more affordable games will help.

Carl Dungca ( Producer/Designer): The significantly large stay-at-home mom gamer demographic has been historically under-appreciated until recently with the rise of Facebook- and post-iPhone-smartphone- gaming. With that and other "casual" demographics, we're rapidly removing the "nerd" stigma away from playing video games, and it's becoming a widely-accepted fact-of-life. The vigorous new investment in the space has perturbed many traditional gamers, but what they might need to see is a bridging of the newly-captured "casual" audience into more traditional games (and with the audience, their money and passion).

What I think will help is a continued removal of barriers of entry. The most amazing and potentially game-changing thing that nobody seems to talk about is OnLive's partnership with Vizio and HTC. If OnLive can become as appliance-ubiquitous as Netflix now is, then many people will have access to games without having to proactively invest in expensive dedicated hardware (be it a high-performance gaming PC, a home console, a handheld, or even an iPod Touch). This trojan-horse can lead to random impulses of "let's try this built-in game thing" which may hopefully lead to new gamers and consumers.

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